applesandmayo Posted September 10, 2018 Posted September 10, 2018 Subject. I'm not terribly versed in Outfit Studio, but I'm looking to see if I can switch out the existing CBBE body for the MaximumCBBE body, because the switch between a high poly body and a moderate poly body is so jarring to me, I can't unsee it. Is this possible to do, while maintaining the MaximumCBBE hdt system?
27X Posted September 10, 2018 Posted September 10, 2018 Nifskope would be what you want for this, though I guess OS would work too. Delete the existing body, replace with Max. Replace nise nistring with max nistring, if it's different. CBBE is also distinctly low poly, not "moderate", frankly max is "moderate" by modern standards of vanity mods.
applesandmayo Posted September 10, 2018 Author Posted September 10, 2018 15 minutes ago, 27X said: Nifskope would be what you want for this, though I guess OS would work too. Delete the existing body, replace with Max. Replace nise nistring with max nistring, if it's different. CBBE is alos distinctly low poly, not "moderate", frankly max is "moderate" by modern standards of vanity mods. Dope, I'll go check it out, thanks!
applesandmayo Posted September 10, 2018 Author Posted September 10, 2018 Also, what would you consider a high poly body?
27X Posted September 10, 2018 Posted September 10, 2018 Above 50K, or if you want get complete absurd, a body split into distinct parts to circumvent the 64K per nitrishape rule.
applesandmayo Posted September 10, 2018 Author Posted September 10, 2018 Does that exist? Or do I just need to run into the subdiv function in 3dsmax a bunch? Also, I'm having a little trouble finding tutorials on exactly what I'm trying to do, do you know of any? edit: If it means learning how to use Nifskope, that's fine - I just want to learn how to do it. MaxCBBE has some bones and native collisions that differ from regular CBBE HDT (thigh jiggles, native hand/vagina collision), so I'm really looking to just replace stock CBBE HDT entirely, at least for the bikini armors.
27X Posted September 10, 2018 Posted September 10, 2018 9 hours ago, applesandmayo said: Does that exist? Or do I just need to run into the subdiv function in 3dsmax a bunch? That just increases the polycount without changing the geometry, which would be pointless. You want better topology, not more verts in the same angled shapes you already have, which means resculpting even if you keep the same UV map. Changing the hdt means using Phobia's altered skeleton changing the nistring data to match the Max body.
Andy14 Posted September 10, 2018 Posted September 10, 2018 But with reshape and with feet and hands as ONE mesh, it's fine. No seams and real high heels with morphs. Feet adapt to the shoe and stockings to the foot. Here my default body on 100% weight. Triangles: 54652 for Body Triangles for realistic pubic hair: 262552 - 7 meshes No problem for Skyrim. Amazingly, Skyrim has a lot more problems with (unnecessarily) high-resolution textures than with a little more polygons. It's not really high poly - just for nif format. High poly are several millions. From OS without Textures, so all details are shapes, not normals effects: That is the default shape, more details are as Morphs
applesandmayo Posted September 10, 2018 Author Posted September 10, 2018 1 hour ago, Andy14 said: But with reshape and with feet and hands as ONE mesh, it's fine. No seams and real high heels with morphs. Feet adapt to the shoe and stockings to the foot. Here my default body on 100% weight. Triangles: 54652 for Body Triangles for realistic pubic hair: 262552 - 7 meshes No problem for Skyrim. Amazingly, Skyrim has a lot more problems with (unnecessarily) high-resolution textures than with a little more polygons. It's not really high poly - just for nif format. High poly are several millions. From OS without Textures, so all details are shapes, not normals effects: That is the default shape, more details are as Morphs Whoa, that looks really good! I'm not going to ask you to post it because I'm assuming it's your body, but I'd love to learn how to build that. Alternatively, I'd also like to learn how to build my own 'All-in-one' setup similar to what HeroedeLeyenda did with that setup, but using MaxCBBE weight painting/bones/mesh (or higher poly mesh even), Bounce and Jiggles TBBP/Belly setup, along with options for Demoniac textures, full SOS/FloppySOS support and collisions for literally everything - anus, vagina, belly, breasts, hands, feet, thighs.
Andy14 Posted September 10, 2018 Posted September 10, 2018 35 minutes ago, applesandmayo said: Whoa, that looks really good! I'm not going to ask you to post it because I'm assuming it's your body, but I'd love to learn how to build that. Alternatively, I'd also like to learn how to build my own 'All-in-one' setup similar to what HeroedeLeyenda did with that setup, but using MaxCBBE weight painting/bones/mesh (or higher poly mesh even), Bounce and Jiggles TBBP/Belly setup, along with options for Demoniac textures, full SOS/FloppySOS support and collisions for literally everything - anus, vagina, belly, breasts, hands, feet, thighs. It's just my stopgap because my real project with my hard drive is gone - 8 months for nothing. Basically, it is a CBBE body with correction of some basic problems (wrong shape for UV, so texture stretch when arms up etc.), remodeling some polygons (edge slices), trying to make polygons more homogeneous and lastly redistributing the mesh in more, but well-dosed polygons (edge loops). It's not good, but made for hand (without modifier) reasonably okay. Therefore, I work (sometimes) on a completely new body type with only one texture. This body needs 2 textures (1x body, 1x head) Learning is something much said - make, despair and fail and try again - that's actually the better description. Especially since I made this body with Blender - a tool I had never used again since Oblivion (I used 3ds) I can not say much about your project. I do not know "HeroedeLeyenda" or "MaxCBBE". If you have a link I can take a look at it - maybe I'll understand what you're really up to now - I'm not sure yet.
applesandmayo Posted September 10, 2018 Author Posted September 10, 2018 2 hours ago, Andy14 said: It's just my stopgap because my real project with my hard drive is gone - 8 months for nothing. Basically, it is a CBBE body with correction of some basic problems (wrong shape for UV, so texture stretch when arms up etc.), remodeling some polygons (edge slices), trying to make polygons more homogeneous and lastly redistributing the mesh in more, but well-dosed polygons (edge loops). It's not good, but made for hand (without modifier) reasonably okay. Therefore, I work (sometimes) on a completely new body type with only one texture. This body needs 2 textures (1x body, 1x head) Learning is something much said - make, despair and fail and try again - that's actually the better description. Especially since I made this body with Blender - a tool I had never used again since Oblivion (I used 3ds) I can not say much about your project. I do not know "HeroedeLeyenda" or "MaxCBBE". If you have a link I can take a look at it - maybe I'll understand what you're really up to now - I'm not sure yet. Oh dang, sorry to hear that. It's stuff like that which drives me to be absolutely anal about backup systems and redundant backup systems. Does sound like it was the ultimate solution to a lot of issues present in CBBE - never really enjoyed any animation that involved limbs bending at any degree greater than like, 45 degrees from origin. If it ever rises from the ashes, I'd hope you'd post it here! And agreed - my learning process is pretty much tied in with my daily level of existential crisis. The project I want to build is based off this mod, which unfortunately got taken down from the Nexus due to some strike from the CBBE author about asset usage, but it is a much more high poly body than stock CBBE, and the weight painting is far better imo. The link to that mod is here: And the All-in-One HDT project I wish to emulate using the MaxCBBE body is here: So far, MaxCBBE still has better weights and has included anus mesh and collisions, but I don't think there are belly collisions present in the file. AiO has everything except the anus mesh/collisions, but it has a lower poly body, and a mesh that I would rather replace with the MaxCBBE body, or at least something like your 50k poly body.
Andy14 Posted September 11, 2018 Posted September 11, 2018 You need the Belly Bone weigths in MaxCBBE? - Import both bodies in OutfitStudio (check if both shapes has the Skinned Propertie checked) - Set the body with Belly Bone as Reference (AiO Body) - Switch to Bones Tab -> Select the Belly Bone - Switch back to Shapes ->select and right click on the MaxCBBE Body ->Copy Selected Bones - Switch back to Bones and scale the Belly Bone with the Slider and soften the Bone Weights - For this hold SHIFT + Mouse click with the Bone Brush (increase the Brush Strength for Soften) If all is done, export the Nif without Reference
applesandmayo Posted September 13, 2018 Author Posted September 13, 2018 On 9/11/2018 at 2:15 AM, Andy14 said: You need the Belly Bone weigths in MaxCBBE? - Import both bodies in OutfitStudio (check if both shapes has the Skinned Propertie checked) - Set the body with Belly Bone as Reference (AiO Body) - Switch to Bones Tab -> Select the Belly Bone - Switch back to Shapes ->select and right click on the MaxCBBE Body ->Copy Selected Bones - Switch back to Bones and scale the Belly Bone with the Slider and soften the Bone Weights - For this hold SHIFT + Mouse click with the Bone Brush (increase the Brush Strength for Soften) If all is done, export the Nif without Reference This is pretty much exactly what I needed. Thank you so much! Do you have a similar set of advice for swapping bodies out for particular sets of armor? I'd like to use MaxCBBE for all the armors in the World of Bikini Armor set, since the slot some armor uses interferes with other armor pieces, but I can't get over how low poly the stock CBBE body is.
Andy14 Posted September 14, 2018 Posted September 14, 2018 6 hours ago, applesandmayo said: This is pretty much exactly what I needed. Thank you so much! Do you have a similar set of advice for swapping bodies out for particular sets of armor? I'd like to use MaxCBBE for all the armors in the World of Bikini Armor set, since the slot some armor uses interferes with other armor pieces, but I can't get over how low poly the stock CBBE body is. Open OS : File -> Load Project -> Choose your bikini (projects load from : Bodyslide\SliderSets\) If Bikini meshes with Reference-Body loaded, click again on File-> Load Reference: Choose MaxCBBE from the Reference list or (if it not available here), choose from file system in Bodyslide\Slidersets\. (never choose a nif, if you want the Sliders from it) The old Reference is now replaced with the new MaxCBBE. If the old reference and the new reference have sliders with the same name, the sliders should still work for the bikini. So, check the sliders to see if they work. and adjust if it's necessary. And switch to Bone Tab (with selected bikini) and scale the Bones to check for clipping. I think you have to make some adjustments here. Or - if the bones weights too different, switch to Shapes tab right-click on the bikini -> copy Bone weights. (make sure the Skinned property is set for bikini.) If Slider and Bones are okay, you can save the Project (with reference) Before the question comes, no there is no easier way. Each armor must be done manually.
applesandmayo Posted September 14, 2018 Author Posted September 14, 2018 7 hours ago, Andy14 said: Open OS : File -> Load Project -> Choose your bikini (projects load from : Bodyslide\SliderSets\) If Bikini meshes with Reference-Body loaded, click again on File-> Load Reference: Choose MaxCBBE from the Reference list or (if it not available here), choose from file system in Bodyslide\Slidersets\. (never choose a nif, if you want the Sliders from it) The old Reference is now replaced with the new MaxCBBE. If the old reference and the new reference have sliders with the same name, the sliders should still work for the bikini. So, check the sliders to see if they work. and adjust if it's necessary. And switch to Bone Tab (with selected bikini) and scale the Bones to check for clipping. I think you have to make some adjustments here. Or - if the bones weights too different, switch to Shapes tab right-click on the bikini -> copy Bone weights. (make sure the Skinned property is set for bikini.) If Slider and Bones are okay, you can save the Project (with reference) Before the question comes, no there is no easier way. Each armor must be done manually. Oh no, I don't mind taking the time to do each one - just knowing how to do it correctly is what is important to me. Thank you so much for this, totally saving these posts to a text document for myself for later use.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.